The architecture overview describes project modules and their purpose. The build instructions explain how to prepare a development environment. Other guides are grouped by task below.
Windows installation explains how to create a game copy, update an existing installation, recover an interrupted operation, and remove the game.
These sections describe module responsibilities and interactions.
| Guide | Question answered |
|---|---|
| Project architecture | Which modules make up the project, and what does each one do? |
| Studio renderer | How is rendering shared between the engine, NextClient, and the material editor? |
| Performance monitor | What does the monitor measure, where does its data come from, and how does it handle skipped and interrupted frames? |
These guides cover building, configuration, and diagnostics. The developer panel provides a graphical interface for running utilities.
| Task | Guide |
|---|---|
| Build the client and configure an IDE | Project setup |
| Package the Windows release installer | Installer build |
| Run content and server tools through forms | Developer tools panel |
| Prepare and operate a dedicated test server | Test server and compatibility |
| Inspect frame cost and capture Tracy traces | Monitor settings, graphs, and diagnostics |
| Inspect map geometry and object properties | Map inspection |
| Compare renderers and save images and measurements | Renderer diagnostics |
| Create and edit materials | Material authoring |
| Export UVs, validate materials, or bake wear | matgen |
| Generate material images or Studio test scenes | Material images and Studio content |
| Compare reference and candidate captures | Image comparison |
| Apply materials from a server plugin | Server material workflow |
| Change and verify engine integration | Using NitroApi |
| Maintain engine declarations and regenerate headers | GoldSrc ABI maintenance |
| Investigate antivirus detections in a release | False positive reporting |
Use these references for exact parameters, file formats, interoperability, and observable behavior.
| Reference | Scope |
|---|---|
| Weapon material format | MAT documents, program manifests, image paths, and limits |
| Material effects | Effect parameters and their visible behavior |
| Server material API | Plugin API, synchronization, and client validation |
| Radar layers | Layer selection, correction format, and diagnostic fields |
| Master server HTTP protocol | Client/backend request and response contract |
The testing index selects procedures and acceptance cases for radar, rendering, the material editor, monitoring, tools, and installation. A procedure defines preparation, actions, and expected results. Results of a particular run belong to its report with the source/build identity and logs.